Baron Shadow MASTERMIND VILLAIN 12 (36)

Claim the Sky

No one knows how many hundreds of years Baron Shadow has lived, how many names he's gone by, or how much mystic, mutant, and technological power he commands. Except that it's a lot. Over the centuries he's enhanced himself by magic, forced evolution, and the incorporation of fantastic technology.

Baron Shadow surrounds himself with lackeys, including many that are superhuman in their own right. He has a talent for combining unlike forces to create twisted servitors, like demon-possessed cyborgs or, as was the case before he lost his ghost generator, robots that operated on the divide between the real and spirit world.

Historians believe he's a real baron, bequeathed the title by King Henry II, back when he went by the name Aubrey de Warenne. If so, he's well over 800 years old, at minimum.

One side effect of centuries of modification is that Baron Shadow's height has increased. These days, he stands nearly 7 feet (2 m) tall.

Motive: Control this world and all others

Environment: Almost anywhere on Earth or out in the galaxy

Health: 60

Damage Inflicted: Major wound (15 points)

Armor: 12

Movement: Short; very long when flying via device or spell; limitless when stepping through spatial gates

Modifications: Defense against mental attacks and mind-influencing effects as level 13

Combat: Baron Shadow leaves combat to a small army of servitors (usually level 5) and the two or three superhumans who have most recently pledged their allegiance (usually level 7). If forced to fight, his preferred opening salvo is his so-called Quintessence (a blast of raw power), which he focuses through a telluric amplifier to create a very long-range ray that seems to move like a thing alive to target up to ten creatures within range.

The baron has an array of devices and weapons, plus mystic and mutant abilities, that can provide custom protection, attacks, or effects that best serve the situation. For instance, instead of deploying his Quintessence, he can freeze one or more targets in time to deal with later.

Magically warded cellular pumps set in the baron's spine augment his mutant healing ability, returning 15 points of health each round. Truly killing Baron Shadow requires their removal.

Interaction: Utterly convinced of his own supremacy, Baron Shadow deals only with deferential supplicants.

Use: A portal mouth spills an army of winged octopi into the small nation whose rulers resisted the baron's more subtle attempts at taking control.

Other Equipment: The baron carries three to six manifest cyphers (including an age taker, a banishing nodule, and a blackout) and two or three artifacts (including a telluric amplifier, which eases one of his abilities by two steps for one day).

Telluric Amplifier

Level: 12

Effect: Grants two more free power shifts for one super ability for one day.

Depletion: 1 in 1d6.

GM Intrusion: Baron Shadow uses a spell that pulls the character's shadow self from their body, creating a level 7 negative duplicate that ries to kill the original.